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Show posts MenuQuote from: Rorschach FritosThe engine we'd be using is RenPy, even if only because it's so damned easy to work with. If you feel like volunteering anything-- character ideas, storyline, artwork, anything-- please speak up. I'd like to see what can be done with this!
Quote from: Seraphine_HarmoniumSo, a number of these are the names of (or are analogous to) PC classes in D&D.
Quote from: Light DragonAlso of note, I think Age of Fable updated his online game- I like some of the new prologue material that happens before you reach the city... or perhaps I just encountered it because I played a troll- a character I had not previously played.
The game keeps getting better.
Quote from: Seraphine_HarmoniumIn Nemesis, Spells are essentially self contained. A character makes a Mind+[appropriate skill] check to learn the spell. Once learned, a spell is cast by making an appropriate skill check, and succeeding at a madness check. If both are successful, the spell is cast with its own dice pool.
Now, this is all well and good, but here is my issue: I have different groups and different kinds of characters who can either do some form of magick or some form of miracle (in the saintly legends sense, not in the D&D miracle spell sense)
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So, a number of these are the names of (or are analogous to) PC classes in D&D. However, since the Nemesis system is skill based and has no classes, there is a certain difficulty in differentiating the magick of each discipline. How do I maintain some sense of different magickal arts, without implementing a class system?
Quote from: Seraphine_HarmoniumFor the record, Tele-, Teleli-, Teleleleleileoliumili . . . is really hard to say.
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